Difference between revisions of "Harasser"

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(Variant A)
(Variant D - "Mr. Toast & Go")
 
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===Variant B===
 
===Variant B===
 
{{Starter}}
 
{{Starter}}
Featuring 2 [[MXPL]] and 2 [[ML]], this variant is suited to sitting on the sidelines, slicing off limbs. Damage drops off when mobile, however, as the Harasser is exceptionally difficult to keep steady.
+
Amazing [[medium range]] [[fire-support]] asset. Excellent at [[arming]] enemies. Easy [[heat management]].
  
 
===Variant C===
 
===Variant C===
 
{{Starter}}
 
{{Starter}}
The Harasser C is a quality self-[[NARC]]ing [[asset]]. It doesn't have the range, [[DPS]], or ammo capacity of the Harasser A, but the C doesn't have to deal with [[minimum range]]. The C's trio of [[TBolt5]]s provide modest [[direct fire]] damage, but can be fired [[indirect fire|indirectly]] when tracking a NARC, or [[dumb-fired]] at stationary targets as far away as 1940m. The C's two [[free tons]] of ammo are a bit of a conundrum. The C can only afford one ton of NARC ammo with starting [[rank|money]]. And, in the event that the pilot can afford more ammo it can be a difficult decision between TBolt5 ammo or a second ton of NARC ammo. Conservative NARC use will warrant the second extra ton being used on TBolt ammo, on the other hand, if the pilot handles the C more like a [[support asset]] then a second ton of NARC makes more sense.
+
Great [[self-NARCing]] [[fire-support]] [[asset]]. [[TBolt5]]s struggle to track fast moving targets in the [[early game]]. Becomes a better [[starter]] choice in the [[mid game]] when more allies can take advantage of [[NARC]]s. Group fire the TBolts if the enemy has [[LAMS]].
  
 
===Variant D - ''"Mr. Toast & Go"''===
 
===Variant D - ''"Mr. Toast & Go"''===
 
{{Starter}}
 
{{Starter}}
The [[Harasser]] D "'''''Mr. Toast & Go'''''" comes with more high-risk than other variants because it mounts 4 extremely close range [[flamers]] which can shut down any mech that does not have plenty of heat sinks, and can even cause mechs to overheat and explode. Traveling in pairs enables them to completely shut down a mech. These units are hyper-lethal and should be focus-fired from extreme range if possible to get through their extra 1.5 tons of [[armor]]. The D's [[GECM]] often leaves precious little warning of its approach making them very difficult to defend against. Three [[SRM2]] helps to ensure a  Lethal Blow.
+
Poor [[starter]] choice in the [[early game]]. Flamers don't make many [[C-bills]], so the D Works better in the [[late game]] when killing enemies for [[tickets]] and saving one's own tickets is more important. [[Overheat]] enemies with the flamers so that allies can kill them more easily. Take advantage of [[power down|powered down]] enemies and shoot them in the [[back torso]] with the [[SRM2]]s.
  
 
===Variant E===
 
===Variant E===
 
{{Starter}}
 
{{Starter}}
The Harasser E is a low-budget, early-game, high [[DPS]] medium to long-range [[hovercraft]]. The E, as with most high DPS [[variants]], works best when allies are nearby drawing enemy fire. DPS weapons are difficult to use on an unstable chassis like a hovercraft without slowing down, becoming relatively stationary, and [[staring]] at the enemy. A single [[LBX5|Lubalin Ballistics-X AutoCannon]] assisted by [[EOptics|Enhanced Optics]] allows the E to [[poke]] foes at long range while the [[LXPL|Large X-Pulse Laser]] roars into life at 750 meters with continuous laser fire. Keeping the laser focused on one spot will surely inflict massive amounts of damage, but beware of your temperature as it is very easy to generate dangerous heat levels with sustained firing.
+
Amazing [[long range]] [[fire-support]] [[starter]].
  
 
===Variant F===
 
===Variant F===
 
{{Starter}}
 
{{Starter}}
The Harasser F is an amazing burst damage energy boat. While it doesn't have enough [[heat sinks]] to continually fire it's 4 [[LPPC|Light PPC]]s, the F can quickly get behind cover to cool down and peek out only to lay down a hefty [[alpha strike]] by [[group firing]] it's weapons. [[Chain fire|Chain firing]] helps maximize [[screen shake]], but can often be hard to aim at anything moving quickly or out near the LPPC's [[maximum range]].
+
Great [[skirmisher]]. [[Chain fire|Chain firing]] helps maximize [[screen shake]] and manage [[heat]] while [[group fire]] works better for [[hit-and-run]] tactics.
  
 
===Variant G===
 
===Variant G===
Sacrificing [[armor]] and [[Electronic Warfare|electronics]] to become the ultimate non-mech ground-based [[back capper]], this variant features an upsized engine that allows it to outpace practically every other asset in game. The G clocks in at '''144 km/h''' (216 km/h while [[boosting]]). Its twin [[Short Range Missiles|SRM6 launchers]] may make it seem undergunned, but they pack an extremely painful punch capable of posing a moderate threat to starter assets and allow the G to get in some good damage in late game team fights where it is likely to be ignored.
+
Excellent [[mid game]] [[backcapper]] and somewhat capable [[skirmisher]]. Lower [[armor]] and higher speed than other Harssers ('''144 km/h''', 216 km/h while [[boosting]]).
 
 
Due to its weaker armor and higher speeds, this variant should never stay still and always exploit its high speed to dodge incoming fire. [[Hit and run]] tactics are essential for utilizing this variant to its fullest potential. It is advised to avoid using the boost when making sharp turns, entering water, and uneven terrain as the G is easily flipped upside down.
 
  
 
==Canon==
 
==Canon==

Latest revision as of 06:54, 12 September 2023

Harasser
Harasser spin.gif
360v2.png
Harasser.png
360v2.png
Class: Hovercraft
Faction Inner Sphere
Ticket cost: 1 upon destruction
Tier: 2
Tonnage: 25 tons
Speed:

109 km/h (163 km/h with boost)

Turret rotation: 360°
Turret pitch: -10° to +70°
Variant Armament
Variant Weapons Equipment
Prime:
Price: 42 200 CBills
Total armor: 15 364
Engine: GM 120 Classic II I.C.E
A:
Price: 39 500 CBills
Total armor: 15 364
Engine: GM 120 Classic II I.C.E
B:
Price: 35 800 CBills
Total armor: 15 364
Engine: GM 120 Classic II I.C.E
C:
Price: 41 000 CBills
Total armor: 15 364
Engine: GM 120 Classic II I.C.E
D:
Price: 39 600 CBills
Total armor: 19 506
Engine: GM 120 Classic II I.C.E
E:
Price: 38 000 CBills
Total armor: 15 364
Engine: GM 120 Classic II I.C.E
F:
Price: 36 200 CBills
Total armor: 15 364
Engine: GM 120 Classic II I.C.E
G:
Price: 45 000 CBills
Total armor: 13 985
Engine: GM 205 Classic II I.C.E
Speed: 144 km/h
Boost Speed: 216 km/h
Armor Points Distribution
H
L
R
F
T
B
1565
2524
2524
3366
2861
2524

All stats current as of release 0.15.3

The Harasser is an Inner Sphere light hovercraft. Very low tier 2 helps earn C-Bills quickly. Weak armor, extremely fast, flips over easily (use suspension kick, reverse throttle, and wiggling the turret into the ground to flip back over). Let go of the [Left Shift] boost to regain stability and make tighter turns. Typically a great backcapper. Can climb very steep terrain.


Roles and Gameplay Hints

Prime

Starter Asset

A skirmisher, fairly good at hit-and-run attacks and disrupting enemies using chain-fired SSRM6s.

Variant A

Starter Asset

Poor choice in the early game on most maps. Helpless in close combat. Good fire-support starter in the mid game when there are active TAG or NARCs.

Variant B

Starter Asset

Amazing medium range fire-support asset. Excellent at arming enemies. Easy heat management.

Variant C

Starter Asset

Great self-NARCing fire-support asset. TBolt5s struggle to track fast moving targets in the early game. Becomes a better starter choice in the mid game when more allies can take advantage of NARCs. Group fire the TBolts if the enemy has LAMS.

Variant D - "Mr. Toast & Go"

Starter Asset

Poor starter choice in the early game. Flamers don't make many C-bills, so the D Works better in the late game when killing enemies for tickets and saving one's own tickets is more important. Overheat enemies with the flamers so that allies can kill them more easily. Take advantage of powered down enemies and shoot them in the back torso with the SRM2s.

Variant E

Starter Asset

Amazing long range fire-support starter.

Variant F

Starter Asset

Great skirmisher. Chain firing helps maximize screen shake and manage heat while group fire works better for hit-and-run tactics.

Variant G

Excellent mid game backcapper and somewhat capable skirmisher. Lower armor and higher speed than other Harssers (144 km/h, 216 km/h while boosting).

Canon

The Harassers were extremely cheap to manufacture, and were produced in large numbers, as they were incorporated into the Galleon Light Tank units within the Free World League. Its best defensive strategy is to use its speed. Harasser can run circles around heavier BattleMechs and making it a much harder target to hit. Notable Pilots - BloodRaven - MERC, firestorm - MERC, AutumnCelery - MERC, [W-R] b0b - MERC, Kell - MERC

Date Introduced 2811 during the Era known as "Early Succession War" (2781 - 2900) - Unit Role: Striker

Battletech Reference